This version has been created using the 2.2 SDK, i.e. it should support the devices' native resolutions. At least it does so in the emulator. Minimum version is Android 1.5.

My main interest is the mip mapping: AE now has two ways to create the mip maps: By CPU and by GPU. It tries to detect which one to use, i.e. it actually should use the GPU way on most current devices (and the CPU on my Galaxy...). However, when running it in the emulator, the GPU way is detected (which is correct), but the results look ugly when using 16 bit textures. Creating mip maps by the CPU doesn't work at all in the emulator, everything turns out white. So the big unanswered question is: Does the current version creates proper mip maps on real devices using the detected way?

About the game itself: It's a kind of racing game with some jump'n'run elements. Controls are simple: Steer left/right either by touching or by using the trackball/dpad if available. That's all. Try to collect diamonds, jump over obstacles and try to beat par time. All this will give you points. The more, the better. If you complete a race with a higher score than before, your last run will be saved and you'll race against yourself as a ghost racer the next time.

What a buch of crap this surface management on Android is...instead of getting better with newer versions, it seems to get worse. In the next version of Android, the surface will most likely be changed once you take a single look at it...

Just to be sure, that this is the problem. Can you post the log around this crash? Looks like as if it gets an onSurfaceChanged-event...

Obviously...it's still bad design IMHO. OpenGL binds a lot of stuff to the context. Creating a new one all the time causes bad performance, uses more memory etc....it's just a bad idea. And instead of making it better they seem to make it worse, because 1.5 doesn't do this. Annoying...

Ok, i've updated the apk with a version that should be able to handle new surface and activity creations. At least it works in the emulator. On my phone, reviving the activy from being paused seems to have a 50% chance of crashing, a 10% chance of rendering faulty geometry and maybe a 40% chance of actually coming back to normal.

In the 2.2 emulator, it plays a game of Activity pong at startup...create, pause, stop, resume, destroy, create...just stupid IMHO.